Monday, 10 April 2017

Fail Fast, Often, and Early with Paper Prototyping

Developing a game is a lot of work. Multi-disciplinary work at the very least and it's so very expensive. Whether you're making a physical game or a video game, using a paper prototype to answer some basic questions about your game first will save you a lot of time and money. It's certainly more efficient to iterate extremely quickly and often on a paper prototype for a short time and explore a lot of options than it is to spend a months going through the same process with a live build.

What question are you trying to answer with this prototype? Defining what you're trying to show should be what you establish first. Are you trying to show how your puzzle mechanic works? How about how your UI generally holds together? Maybe you want to see how the economy of your real time strategy game holds together in the first few minutes. Whatever it is, keep it focused and keep it small. If the paper prototype ever feels like it's becoming too big and trying to answer too many questions, chances are that it probably won't be answering any of them.

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It can even be as simple as testing map designs

As an aside I'd probably say that one thing a paper prototype is not ideal for is figuring out whether the basic 'game feel' of your controls is working out. If there's one thing that you want to get working in your live build first it's the basic interactions the player will be making. If you're making a digital card game, making the act of playing cards onto the board feel good is far more important than toying around with rulesets and specific content.

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Much better to mock something up and print it out than to actually code this up.

You'll want to spend a little bit of money on materials. The 'paper' aspect of this business is somewhat misleading. If you can get wooden cubes, toy dinosaurs... bits for people to play with then it'll go a long way to making these tools useful for communication, especially if you're a core design strike team trying to talk to the wider team. If you're in a more professional setting, it might be worth splashing out on laminates and a high quality art finish to bring your final argument home.

Use components from other board games, get an ample supply of pens, post-its, scissors and everything from your primary school art lessons. Make a mess. If it seems like a bit of an expenditure, just remember how much time (and therefore money) you are saving by doing this. It will become extremely apparent how efficient this approach is once you're on the fifth iteration in as many hours.

Another side note: If you're game jamming, you'd be remiss not to dedicate the first morning's design time of a two-day jam just doing paper stuff and it's also a great way to involve inexperienced jammers in something very pivotal to the project.

Don't be afraid to abstract or simplify other aspects of your vision if it's not pertinent to the question at hand. If you're trying to show how your experience and levelling mechanics work, don't stress too much about the battles and simulate them with simple dice rolls. If your random loot experience can't be adequately captured on paper, don't feel too squeamish about faking it. Just be clear to your audience where you've simplified or deviated from the vision in order to keep the message concise. Don't let this thing bloat out.

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You're not actually building the full game here after all...

Finally, use this opportunity to goof around with ideas. Paper prototyping is about as cheap a method of mucking about with wild ideas as you're going to get. Your crazy power-up that turns all enemy combatants into roosters most likely to get the floor time it deserves (or doesn't) while the stakes are only as high as having to throw away a few rooster doodles rather than a week of full dev time. It's a really low-risk space so have as much fun as possible with it while you can! Now get designing!

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